ART Renderer: 3ds Max
Offered By: LinkedIn Learning
Course Description
Overview
Learn how to use 3ds Max 2022 to create professional 3D models, animations, and motion graphics. This course covers spline and polygon modeling, materials, lighting, and more.
Syllabus
Introduction
- Introducing 3ds Max 2022
- Using the exercise files
- Choosing a workspace
- Setting preferences
- Using project folders
- Getting familiar with the interface
- Customizing a workspace
- Customizing background and grid colors
- Creating primitives with keyboard entry
- Creating primitives interactively with the mouse
- Position objects with Select and Move
- Rotate and scale objects
- Navigating in viewports
- Orbit and viewport Undo
- Saving time with keyboard shortcut hotkeys
- Customizing hotkeys
- Choosing viewport shading modes
- Advanced viewport settings and presets
- Configuring viewport layouts
- Specifying display units
- Specifying system units
- Defining the home grid
- Saving a maxstart.max template scene
- Merging scenes
- Duplicating object instances with Array
- Clone objects with transforms
- Introducing snap
- Precision transforms with Grid Snap
- Outlining object names with Scene Explorer
- Collecting objects in groups
- Managing display layers
- Controlling object and layer display properties
- Understanding XRef external references
- Creating an XRef record
- Moving objects in reference coordinate systems
- Rotating objects in reference coordinate systems
- Manipulating objects around a transform center
- Using Isolate Selection and Lock Selection
- Selecting in Window and Crossing modes
- Creating shapes
- Editing Bezier splines
- Setting shape detail with interpolation
- Modeling with the Extrude modifier
- Extruding along a path with the Sweep modifier
- Exporting paths from Adobe Illustrator
- Importing Illustrator paths to 3ds Max
- Adding a Bevel modifier
- Controlling level of detail for a Bevel modifier
- Modeling typography with TextPlus
- Manipulating and fine-tuning TextPlus
- Deforming an object with a modifier
- Layering deformers in the modifier stack
- Defining polygon level of detail
- Passing a selection up the stack
- Understanding topology dependence
- Versioning and collapsing the stack
- Preparing Boolean operands
- Combine volumes with Boolean compound object
- Adding edges with QuickSlice
- Adding edges with Cut
- Hardening polygon edges with the Smooth modifier
- Using the Modeling ribbon
- Simplifying geometry with Remove
- Branching with Editable Poly Extrude
- Detailing a mesh
- Rounding corners with Chamfer
- Understanding subdivision surfaces
- Best practices for modeling subdivision surfaces
- Box modeling for subdivision surfaces
- Modeling with the Symmetry modifier
- Modeling curvature with Soft Selection
- Refining geometry with SwiftLoop
- Constraining sub-object transforms
- Correcting a seam with Align to View
- Sharpening corners with edge crease
- Baking subdivisions
- Creating a physical camera and target
- First-person camera navigation in viewports
- Enabling Safe Frames
- Setting resolution and aspect ratio in Render Setup
- Creating a free camera
- Rotating in Gimbal coordinate space
- Setting rotation axis order to emulate a tripod
- Interactive production rendering
- Creating photometric lights
- Adjusting light intensity and color
- Setting exposure control
- Adjusting light shape
- Controlling spotlight parameters
- Using the light explorer
- Illuminating with an environment color
- Illuminating with an HDRI environment
- Separating environment from background
- Creating a sun and sky
- Using the Slate Material Editor
- Assigning materials to objects
- Managing scene materials
- Managing sample slots
- Saving a material library
- Physical material color and roughness
- Physical material reflection parameters
- Controlling viewport material shading
- Controlling material sample size
- Creating a 3D procedural map
- Art directing 3D map parameters
- Mapping bitmap image files
- Projecting UVs with UVW Map
- Using Real-World Map Size
- Restoring links with Asset Tracking
- Understanding hierarchies
- Moving pivot points
- Rotating pivot points
- Prioritizing rotation axes
- Linking objects
- Locking transforms
- Correcting and avoiding scale issues
- Choosing frame rate and playback speed
- Choosing the active time segment
- Creating keyframes in Auto Key mode
- Creating keyframes in Set Key mode
- Editing keyframes in the Track Bar timeline
- Editing keyframes in the Dope Sheet
- Editing keyframes in the Curve Editor
- Editing interpolation in the Curve Editor
- Manipulating tangents in the Curve Editor
- Editing a trajectory with a motion path
- Choosing a renderer
- Choosing Quicksilver render options
- Rendering an image sequence
- Playing an image sequence with the RAM Player
- Tonemapping a high dynamic range rendering
- Next steps
Taught by
George Maestri
Related Courses
Interior Design StudioChaffey College via California Community Colleges System Introducción a Lumion
Domestika Introducción exprés al 3D: de cero a render con Cinema 4D
Domestika Creación de imágenes 3D fotorrealistas
Domestika Creación de entornos en Cinema 4D y Octane
Domestika